| Commit message (Collapse) | Author | Age | Files | Lines |
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- Remove multiple \namespace commands for namespace Qt3D. QDoc in 5.5
is now able to collate namespace members from multiple modules.
- Mark 'Q...Private' classes and functions taking private arguments as
\internal
- Use correct \qtvariable for Qt 3D Core and Render
- Add src/plugins directory to Qt 3D Core documentation build to
correctly generate Assimp-related documentation.
- Ensure documentation for C++ properties is visible by
using the \property command instead of documenting the
setter/getter functions.
- Add export and logging macros to qdoc ignore directives
- Remove unnecessary use of \fn command
- Language and styling fixes
Change-Id: I2481fa30ad2f6869b85c038c20ff1730b8522d46
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I171a3e44383f2f5160b24113de6d92725ed19fe9
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Do not load a identity matrix if we're going to
initialize its values by hand.
Change-Id: I7d745f4090a78ab4ecca99c313f15d689d32fc92
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Fix an int - size_t mismatch and a linkage problem.
Change-Id: I19a57861850b4e112c98beb42b00d0a05d3f5509
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This way they are compatible with how mesh and texture source URLs
are handled.
Change-Id: Ifeee504fd3f5957d23f5cade92a73663488bdaf9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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We always convert to RGBA8888 so the only acceptable combination is GL_RGBA - GL_RGBA8.
Previously we were checking the presence of the alpha channel in the original image. This
is quite wrong since we end up with GL_RGBA - GL_RGB8 type of combinations in case the
input has no alpha. That is not a valid combination.
This makes images without an alpha channel, e.g. image formats that provide Format_RGB32
QImages, working.
Change-Id: I2631071134c5224c52b64cff2f00ef6ae166762b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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As for preparation for Qt5.5 release the copyright header is
updated to correspond the current license requirements.
Change-Id: I36632918b66f455539453b42c369689fb11298ec
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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* Added LoadTextureDataJob
* QAbstractTextureProvider: maximum layers property
* Automatic QAbstractTextureProvider::TextureFormat added
* material-qml should work perfectly with that patch.
Change-Id: I3f92f13b783155798772086304a30126a4fc687d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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That enforces to use one of the subclasses.
Change-Id: Idba7300ed322954ba6866c4a262ad4ee74c024e5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is done prior to the whole texture API refactoring.
Doc was also added, might need improvement later on but a base is present at
least.
Change-Id: I75589f14dfbfba7bc4250b2e0960670e020ed38a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I91694d6b9b241d3dfe24e114455332085c99c656
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Caused issues on VS2010
Change-Id: Iac757662be6f2c733da472acd3b13134c3bf8ee4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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- UBO created for each Shader/ShaderData
- We deal with nested QShaderData by looking for QNodeId only instead of looking
for QShaderData*
- We update only the values that have changed into the UBO
- A CleanupFrameJob was added to properly clear all RenderShaderData set for
updates after a frame
- RenderShaderData is cleared of all UBO rendering logic
- BlockToUBO contains all the updated properties for a given UBO in a
RenderView, that solves the issue of properties being updated in the
RenderShaderData while performing a draw call
Note: the QShaderData transformed properties were commented for now
deferred-examples and playground qml updates to follow
Change-Id: I8ecf155288c154f41b505cf465d31f5eb8a71b5d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I9f67e0906fc481491a604090a0ade1c8b9c2793c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ieecf6a5f57323d8b19335652a7432af9af7759bf
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ib43a253aef549d95f7e0c22a92b8b3a89e30b6a0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This will allow to properly use glBufferSubData to only update parts of the
buffer that have changed.
Change-Id: Ic4d30e4608de85c71f9650dd785a3c1b796e0ba4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Will be used by the RenderShaderData internally to map the CPU side buffer to
the GPU side Uniform Buffer Object.
Change-Id: I6b8ffdbff49d806bb8668df81ec59872feafe611
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is called frequently and was previously triggering many temporary
data allocations. By using a separated QStringList and QVector, we
can keep the behavior of the QHash and can remove the temporaries.
Change-Id: Idd7db916341037e98b78730d4f599990041ec706
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I985366c47d2a1f721761c64b1870850071ace885
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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We may be able to make this a private class so as to not use up the
name for a type we may need to export to QML in order to allow the user
to specify a custom bounding box for use with culling if the shader they
are using does some non-standard scaling (e.g. instancing).
Change-Id: Id7120eba6407060507ac3d4c45061ce9670557c7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I9c05c37b7f9576b81169c30686de96c9267e4854
Task-number: QTBUG-41542
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I0389c19a52aa690b5eaa8c2a3e7dee6a2b17e565
Task-number: QTBUG-41533
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Target is now set in the ctor from C++. On the QML side, there's a QTexture
subclass for each target.
WrapMode on s, t, r for texture, accessible as a grouped property in QML.
Note: I left out the static fromImage as I didn't really understand their
purpose. Please let me know what I'm missing.
Change-Id: I16f75283ae459cbd8ab2d1ec53584b3022bc965b
Task-number: QTBUG-41537
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Each value in the enums maps directly to the correct GLint for a given
primitive patch.
This allows to still return an int to be used directly by the renderer.
This should also fix compilation error of ES2.
Change-Id: I7ec54dcb2cbb02b67fa6225bb80fb7e691687e2c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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That implied moving QAbstractMesh to Renderer as well.
Change-Id: I9013bf0458b849f7805d214a70580a80e86d8c84
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I8e4094d69446ec8290fa34e4875f5e1cf822054c
Task-number: QTBUG-41522
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Only the source code QByteArray properties remain. The user is still able to
load a shader from a source file by using the shaderFromSource helper method
and assigning what it returns to one of the QByteArray source code properties.
Change-Id: I5246498fa680ec74d095d7a45f0b1bce239efc13
Task-number: QTBUG-41536
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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It was previously both on QNode and QNodePrivate. The one on
QNodePrivate didn't give us much as it didn't eliminate the virtual of
QNode.
Change-Id: Ia1ea9dd831674109c84bd7005abe7fde3b1223fa
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This way we will avoid inconsistencies. It also means making some of the
copy() implementations more clever.
Change-Id: Ic79c9ec7c9c32f8951d5d9f5184592880bf8d5fd
Reviewed-by: James Turner <james.turner@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ifaf0e94a01bbd8a8aff545dda086dd9ae00ed8a7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Move almost everything to private classes.
Assimp loading restored.
All examples working.
QNode hierachy is now handled through QObject::setParent, addChild,
removeChild are part of the private api.
Note: commented QChangeArbiter unit tests as they can no longer work with this
patch and will restore them when QChangeArbiter will have been made private.
Task-number: QTBUG-41470
Task-number: QTBUG-41523
Change-Id: I4430974b3aa7f3744c38714b451b122e0cb4d0c9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ia44a602d6111c7622f921cf8e41bc4c33e670728
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Note: As we are using QScene during cloning, it is important that node hierarchy
be created and added in the proper order (parent then child).
Change-Id: I8fd53f7ca696ec9aca19cc70dc116ccba4154911
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Id463d1e26d2cbafd63454a71324d7dba3a6b7138
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I18f0c46631615787a5505f7591514bfd33ac6bd0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ia6e3c3285884265b303485176109a4d2c80ccabe
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Also extended Renderer and friends to support setting the number
of vertices per patch with glPathParameteri(GL_PATCH_VERTICES, n).
To support this QMeshData now also stores the vertices per patch.
This demonstrates how to tessellate using quad tessellation mode.
Follow-up commits will add objects to show triangle and isoline
modes.
Change-Id: I68afb31815db430d0b4d8d9cc525efcfb9a216fc
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Examples updated to reflect new QShaderProgram property names.
Next commit will add a new example to test the handling of tessellation
and geometry shader stages. We need to somehow expose buffers and image
units to make use of compute shaders.
Change-Id: Idf76cef97a42d5829402c8aa8cc4e288678a3407
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The AssimpParser is now a SceneParser plugin that is build if config tests for
assimp succeed.
Change-Id: I0e3f6a6ce2a43298b71b0261084f6c79521f214d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I6f5570ce042b8d3ef44aa76c1fd8ce3a1dde4d3c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I0b6f3a6e4dfa75ce1cc29ee38bb709b8bad6a88f
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I04f0be3d791651ac27906b7eb29c0c3a1bae831b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I23a466ebd29666bed1c56f29c6f049544a4eca23
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: If6ff04047cb3befe532a0b83f09c8c6ca1c08a35
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: If22a66125735b0c378a38c3d85069dfb4e98a581
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I79618c1f1c928dd19b6fd99b77bc5243941d3683
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I1afb8408e03d4b5405e8ee82d1a3b6b4364d3f5d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I97a63a97f2352c7e82a627fe36ce253db3c5243a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Since winuser.h contains a DrawState #define, this tends to wreck havoc on
Windows. This patch respectively renames QDrawState, Qt3D::Render::DrawState
and Qt3D::Render::DrawStateSet to QRenderState, Qt3D::Render::RenderState and
Qt3D::Render::RenderStateSet. While this is more invasive than just
undefining DrawState, it should be more foolproof too.
Change-Id: I9fa86e5bf1fe41fb4839bd146822cc43e26019e6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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